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authorMax Horn2007-02-10 02:05:59 +0000
committerMax Horn2007-02-10 02:05:59 +0000
commit6899e72be9f8c87940168d24ded008007bae0225 (patch)
tree22acd760c208960a0362d71e703d98ebdfa0681f /engines/scumm/gfx.cpp
parent7940720d71edcc6476e6b5f8f56d174ccb65b3f7 (diff)
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Got rid of GF_DIGI_IMUSE and GF_NEW_CAMERA
svn-id: r25454
Diffstat (limited to 'engines/scumm/gfx.cpp')
-rw-r--r--engines/scumm/gfx.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index 0f17b6bcfd..03cdb5db41 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -448,7 +448,7 @@ void ScummEngine::drawDirtyScreenParts() {
updateDirtyScreen(kTextVirtScreen);
// Update game area ("stage")
- if (camera._last.x != camera._cur.x || (_game.features & GF_NEW_CAMERA && (camera._cur.y != camera._last.y))) {
+ if (camera._last.x != camera._cur.x || (_game.version >= 7 && (camera._cur.y != camera._last.y))) {
// Camera moved: redraw everything
VirtScreen *vs = &virtscr[kMainVirtScreen];
drawStripToScreen(vs, 0, vs->w, 0, vs->h);
@@ -779,13 +779,13 @@ void ScummEngine::redrawBGAreas() {
int diff;
int val = 0;
- if (!(_game.features & GF_NEW_CAMERA)) {
+ if (_game.id != GID_PASS && _game.version >= 4 && _game.version <= 6) {
// Starting with V4 games (with the exception of the PASS demo), text
// is drawn over the game graphics (as opposed to be drawn in a
// separate region of the screen). So, when scrolling in one of these
// games (pre-new camera system), if actor text is visible (as indicated
// by the _hasMask flag), we first remove it before proceeding.
- if (camera._cur.x != camera._last.x && _charset->_hasMask && (_game.version > 3 && _game.id != GID_PASS))
+ if (camera._cur.x != camera._last.x && _charset->_hasMask)
stopTalk();
}
@@ -798,7 +798,7 @@ void ScummEngine::redrawBGAreas() {
}
}
- if (_game.features & GF_NEW_CAMERA) {
+ if (_game.version >= 7) {
diff = camera._cur.x / 8 - camera._last.x / 8;
if (_fullRedraw || ABS(diff) >= _gdi->_numStrips) {
_bgNeedsRedraw = false;
@@ -3110,7 +3110,7 @@ void ScummEngine::fadeOut(int effect) {
VirtScreen *vs = &virtscr[0];
vs->setDirtyRange(0, 0);
- if (!(_game.features & GF_NEW_CAMERA))
+ if (_game.version < 7)
camera._last.x = camera._cur.x;
// TheDig can disable fadeIn(), and may call fadeOut() several times